1. T'is an issue that has been bothering me lately. I wonder if I can change the Setup file of the game's icon. I know how to change the game's.....I couldn't find this in the manual and earlier I couldn't find anything that is related to this topic in the forum. So.....any ideas? I know there is a possibility since I saw an example in Equilibrum by JudasFan. Thanks LostTraveler for solving this problem........
2. Ok, another problem, I want to know how to turn off and turn on debug options in script. Is it possible?
Its in the same section of the manual I believe
Ok....thanks...............now I need to know about the debug script (A.K.A. Bump)
In the global script, under
on_key_press(int keycode){
find the part about debugging. The bebug lines will look something like:
if(keycode==xxx)Debug(x);
In the game editor turn debug mode on, and use a global var for wether or not you want it to be enabled. Change the debug lines to:
if((keycode==xxx)&&(GetGlobalInt(xx)==1)){
Debug(x);
}
(Replce the x's with the appropriate numbers, xx being the global int you're using, and xxx and x the same as in the original line. Do this for all the debug lines. They should be together.
That script seems quite confusing, can you give and example and an explanation?
Bump, so you can you can use any number you want for xx as long as it is available? I'm doing this for a textbox GUI that turns on debug options if you type in the correct series of characters so I just use SetGlobalInt for that? All I want to know now is what (GetGlobalInt(xx)==1) means.
Edit: There was a parse error PE04 at &&
Edit2: The problem is that && statements happen only when it is enclosed in parenthesis. EX. if (something && somethingelse){
//code here
}
In this case it would be
if((keycode==xxx)&&(GetGlobalInt(xx)==1)[/red]){
Debug(x);
}
(with the ones in red not needed)
Oops, oh well, at least that is what I expected. Hmm, strange........why am I ther person telling while the other person should do that job?
You should create your textbox.
At the top of your global script:
string UserInput;
Under your interface_click for the textbox button.
if (StrCaseComp(UserInput,"debug on")==0) {
if (game.debug_mode==0) {
game.debug_mode=1;return;}
else if (game.debug_mode==1) {
game.debug_mode=0;return;}}
*Smacks head
game.debug_mode, why didn't I think of that?